Most “AI for Unreal” stops at moving actors. The data model — the enums and structs your systems are built on — you still hand-author in the editor. v1.2 changes that.

Your agent can now create User-Defined enums and structs with real typed fields — including enum, struct and object references, soft references, GameplayTags, and array/set/map containers — plus new Blueprints, Blueprint interfaces, and function/macro libraries.

From description to types

Make an enum EWeaponClass (Melee, Ranged, Thrown). Then a struct
FWeaponDef with fields: Name (text), Class (EWeaponClass), Damage
(float), Tags (GameplayTagContainer), and Mesh (soft ref to
StaticMesh). Save them under /Game/Data.

The agent creates the enum, creates the struct, and adds each field with the correct type via blueprint.create_enum, create_struct, and add_struct_field — leaving you real assets you can use anywhere.

Why typed fields matter

A struct full of strings is useless. The point of v1.2’s type authoring is that fields get their actual UE types — so the enum drives a dropdown, the soft ref resolves to a mesh, and the GameplayTag container validates against your tag tree.

Try it

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